You can use the Play SE Card Action to play the corresponding SE in either the Turn Start Actions plugin parameter in Core Engine or as part of a Skill that triggers on Turn Start or End (such as the End Turn button). You can also configure SE for Enter and Exit Zone triggers in each of the Zone plugin parameters (Hand, Deck, Discard, Extra Zones) in Core Engine.
MythAtelier
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There are few different ways to do this, this one is the easiest. It uses keywords from both Card Action Pack 1 and Card Action Pack 2:
<Card Actions>
Select All from Deck Eval var win = SceneManager._scene._cardSelectionWindow; win._cardsSelected = win._cardsSelected.filter(card => card._skillId == 10); Transform Selected into 11 Clear Selection </Card Actions>
We grab the Deck, then filter the Selection to all Cards that match the Skill ID of 10 ("Fire"). Once we have all the Cards which match the Skill ID, we Transform the Selection to Skill ID 11 ("Superfire"). Once this operation is done we clear the Selection for future operations. When you check your Deck after playing this card, you will see that all Fire cards in the Deck have changed to Superfire.
Let me know if this works for you or if another solution is required.
Thanks for sending these through! This will be really helpful :)
And yes, the Move this action defaults to selecting the Top of a Zone when you move a Card, so you can simply say:
<Card Actions> Move this to Deck </Card Actions>
This will make the Card will go to the top of the Deck. So long as that Deck is not shuffled, the order of the cards in the Zone should be maintained. If you have the Card Action Pack 2 plugin, you can go further by specifying Bottom, Middle and Random as positions in the target Zone to Move a Card to.
Hey SapphireSquid10,
Thanks for your questions! Here's a couple workarounds for each:
1. While there isn't a way to prevent the visual of the cards flying to the Discard Zone, you can try Removing cards on play via Card Actions which will ensure they don't move to the Discard Zone and instead are removed in Hand. You can Add the same Card to the Discard Zone as part of that set of Card Actions and players will be none the wiser. Make sure to change the coordinates of the Temp Zone which is where the Card moves to after it is played before it moves to any other Zone.
2. This part is a little bit harder and would require editing the plugin. We can offer an option in a future update that lets you choose the priority of Cards vs Pictures, but right now Cards will always appear above the Pictures layer (has to do with the fact that the Cards are on the Window layer).
Let us know if this workaround does the trick or if it is still insufficient. We can continue to troubleshoot until we find a solution.
Thanks,
MythAtelier Team
Yeah, this seems doable. We'll probably make it formula based so that the user can specify whatever stat they want as the modifier for their game (perhaps in another game, MDF is used to resist status effects instead). You will be notified when the next update is out and can check the Dev Log to see if this feature has made it in :)
This sounds quite specific to the game project that you are making so we would recommend that you code this in on your end. It is unlikely that we will be able to support what you are looking for in a general plugin update for Deck Editor. If you would like, you can send us the specs for this feature to our business email (myth.atelier@gmail.com) and we can do a custom plugin commission to achieve it.
Hey IDOLL Dev,
Thanks for reporting this in! Other users have also reported it and this one is on us. Card Action Pack 1 is not using the new Highlight system so that will be fixed in a patch coming up later this week. To get things running on your end, please follow these steps:
1. Download this image of the Highlight.png and place it in the img/system folder of your project directory.
2. Open up the project, go to the Plugin Manager and open the parameters page for Card Action Pack 1 and select this highlight image.
3. Run the project, go into a battle and check your Deck. That will always make use of this Card Highlight image. If the crash does not happen, then it should be fixed.
Let us know what is happening on your end after you have implemented these changes. We are happy to troubleshoot with you until the issue is resolved.
Thanks,
MythAtelier Team
Core Engine takes care of the Card Art placement. We recommend that the Card Art be done relative to the size of the Card Base so that you can place the Art on the right spot of the card. No additional scaling or cropping is done to the Card Art when it is placed on top of the Card Base.
We go over this in the Tutorial Island of the Demo Project (talk to the Old Man) and in this Tutorial Video:
- MythAtelier Team
Hey, just wanted to say, this is really cool! Love how varied the paired buff/debuff effects can get and the Pokemon style battle setup works really well here. You have small set of really meaningful choices and some of the opponent's card picks can throw the battle for a loop. Please continue to develop on this idea if you are able to, there is something really novel here. I personally would love to play more :)
- Neel
Ok, it seems you made an error in the edit and it is preventing this plugin's functions from running. Please restore the plugin to the backup version without the edit. As there seems to be some communication difficulties, at this stage I would recommend uploading a copy of your project to GDrive/Dropbox/Mega and send a share link to our business email (myth.atelier@gmail.com). We will implement the fix for you and send it back to you intact. No local copies of game projects are kept when making custom edits like these so once we have confirmed over email that the fix works for you, we will delete the copy on our side.
No, this is not correct, unfortunately. Please use the backup and change those lines to what is pictured here (highlighted in blue):
Basically you are trying to replace the 0.75 values with the value determined by the plugin parameter. Once this change is made, please save the plugin and run your project. I have tested the solution out in our sandbox with SRD Battle Status Customizer and it should do the trick.
Multiple answers!
1. Yes, while the base gameplay has cards resolve instantly as you play them, you can use the Start of Turn / End of Turn Card Passives to queue Actions for a specific timing step. May require some additional Eval work to get working but this is possible.
2. Yes, you can use the Deck Editor expansion's new Immutable notetag and Actor Restrictions to make a Decklist exclusive to one Actor. You can also restrict an Actor's card pool used to build Decks by not making the Library shared across all party member.
3. Yes, you can make a card that is a combination of smaller Skill effects from other cards. These could be in the form of multiple attacks.
4. No, effects firing based on gameplay triggers is not yet supported. This will need be achieved with another plugin such as YEP Buff States Core. That plugin is more suited towards creating the windows for triggered effects. You can also conceivably do this via some clever Eval work in Card Actions but we recommend using the other plugin for this purpose.
5. Not yet. This features is coming soon with the CGC v1.7.0 update which is currently scheduled for sometime mid-next year. There is a lot of foundational work that needs to be set up in order to support this system.
Hope that helps :)
Hey Zombiethederg, thanks for reporting this in. Afraid this might be a you issue, but let's try to solve it! Couple things might be happening:
- What version of RPG Maker MV / MZ are you using? Have you updated RPG Maker MV / MZ to the most recent version?
- What version of NW.js do have on your computer? Have you tried updating to a more recent version?
- Try turning off the plugins one by one (start from the bottom and go up) and try running your game. At what point does standard behavior resume?
Let us know any details you may have on these questions and we can continue troubleshooting. We want to make sure you have a running Demo Project on your end :)
Thanks,
MythAtelier Team
Hey Primitive Pixels Games, thanks for reporting this in!
This could be due to an incompatibility with the VisuStella plugins you have mentioned, however, given VisuStella's policy to obfuscate their plugins and their request that we do not extend compatibility to their suite, we will be unable to resolve this issue without legal risk. As this is more of a business problem than a programming one, please feel free to refund the Shatter Effect plugin until such a time as we can reach an agreement with them. We apologize for any inconvenience caused by this matter.
Hello! Yes, this is entirely possible but must be done via script calls. Here is the bit of code you'll need to use for it:
SceneManager.snapForBackground();We can extend the plugin in a future update to include Plugin Commands for shatters to happen on demand in Battle or the Map.
SceneManager._scene.startEncounterEffect();
SceneManager._scene._encounterEffectDuration = -1;
Let us know if you have any issue implementing this or require further assistance.
Thanks,
MythAtelier Team
Yes, it has been found, please open the plugin file in a text editor or IDE and go to line 1646. You will want to replace the initialize function with the following code block:
Window_EnemyOdoGauge.prototype.initialize = function(){ if(Neel.Util.usingMZ) { Window_Base.prototype.initialize.call(this, new Rectangle(0, 0, 1, 1)); } else { Window_Base.prototype.initialize.call(this, 0, 0, 1, 1); } this._battler = null; this._gauge = null; this.opacity = 0; this._displayMode = true; }Once you have done so, save your changes and run the game again. You should no longer be running into that error.
Thanks for the question. It is currently not possible to play cards vs cards in this system. Cards are played individually and then resolve their action before the next can be played. You will need to wait for the v1.7.0 update happening in a few months where we enable Enemies to have their own Cards and Decks as well. Once that is available, it will be possible to use Custom Zones in order to have Skill Cards beat other Skill Cards like you are envisioning (both cards go to the same Zone, they are compared against each other and one Card wins out and resolves). Hope that helps :)
Thanks for your question, it's not that strange at all. Here are some answers to each of those questions:
- Enemy Cards and Zones will be a major feature of the Card Game Combat v1.7.0 update which is scheduled for 2025. There are workarounds that allow enemies to use Card abilities but you can't make them draw/discard/remove Cards as they don't have those game objects. For Mahjong, you can set it up to be actions between a party of 4 Actors with a dummy enemy (that is non-interactable so the Battle scene does not end until one Actor has achieved the victory condition). Actors have individual Hands, Deck and Discard Zones which would be perfect if you want to simulate Mahjong gameplay in this manner.
- Visible Discards are not possible with Enemies as they do not have their own Hands yet but are possible with other Actors who have their own Hands. You can also enable peeking at the other Hands of Actors or turn it off as I believe that is usually not allowed in most Mahjong variants. It terms of stealing Cards/Tiles, this can be done by creating a Custom Zone that serves as a shared Discard and allowing each Actor a chance to steal a Tile and add it to their Hand when it is added to the Discard.
- Yes, you can manipulate the Opening Hands by using the Equip Cards and Turn Start Plus plugins. This would allow you to give an accessory item Notetags that add a specific Card to your opening Hand without fail each match/battle.
Hope some of this helps. What you are trying to do is possible, it will just require a lot of smart scripting to circumvent core behavior of Card Game Combat in order to achieve it. We would be happy to help point you to where in the plugin you will need to make the necessary changes to build your system :)
Thank you for your patience. This was a pretty major bug and I'm glad you reported it in. The issue was that Items were using the Notetags from $dataSkills instead of $dataItems. This means that not only would using Items Clear and Fill States incorrectly and it would also cause a crash if you made an Item of an ID that was higher than the length of the $dataSkills array.
Please make the following edits to the function itemEffectAddNormalState and itemEffectRemoveState in the plugin file around line 1129:
This should ensure that both the Items are using their proper Notetags and that the crash doesn't happen for Items of a higher ID than the number of Skills. Please let me know if this resolves the issue or if there is need for further troubleshooting. We will make sure this fix goes into the next update for Souls Status Bars. Much appreciated :D
- Neel